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The Trajectory of Fear in Werewolf the Forsaken

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  • #16
    Originally posted by wyrdhamster View Post

    Really? So what do Uratha do on day-to-day matter then? They jump in to twisted realms of Shadow Realm, hunt for monster abominations in Flesh, fight with other werewolves. You do not think then than most players comes to see 'booo, it's unnatural realm' as 'okay, we did this 3 session ago and we simply need to find good Locus to go out'?

    HOW would you made Idigam lair or Wound to be truly alien to even 'normal' alien Deep Shadow Realm domains?
    Nothing about dealing with a buzzing cloud of sentient, parasitic insects that would happily rot your limbs alive should you give it enough reason to try should feel like familiar territory. Specially if you've heard of the previous fucks who endured that; their feet kept regrowing only to fall off on their own.

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    • #17
      Originally posted by wyrdhamster View Post

      Really? So what do Uratha do on day-to-day matter then? They jump in to twisted realms of Shadow Realm, hunt for monster abominations in Flesh, fight with other werewolves. You do not think then than most players comes to see 'booo, it's unnatural realm' as 'okay, we did this 3 session ago and we simply need to find good Locus to go out'?

      HOW would you made Idigam lair or Wound to be truly alien to even 'normal' alien Deep Shadow Realm domains?

      By making sure that it's the Pack's ability to uncover information that pulls them into the cycle of unease > dread > unease. You have to do your best to keep the Evil Within buckets of gore-horror as minimum as you can within the setting you're portraying. For a Wound - the unease is on the other side - in the Flesh. Since you're in Viking Era, you can mention that the local townsfolk are agitated. They're restless, moving with a feral tendency that humans just don't typically have. They watch the Pack - subtly. It's hard to be sure because every time the wolves turn to catch the gazes, it's not there.

      Dread is prowling through the Flesh-side and hearing the baying of hounds, the scream of a child - coming upon the grisly scene moments too late - but that's not a problem for the Pack. They can pool their senses, and they can smell the local raiding parties trapped in the towns for the winter until the sea ice allows them to set sail off again. They know it's the local raiders through Gifts/Scent but why is the uneasy question dangling on them and sets the level back down to 'unease' because now the Pack knows a secret about this local town, but what to do with it? Especially when the raiding party has several prominent members with very high connections, and a confrontation might not be the wisest choice.

      And you can build off of that. Werewolf is perfect for the cycle of fear because they're always within it. The Shadow and the spirits within it should never become "normal" for the characters. Now players, on the other hand, it's a whole different ball-game. Either they'll buy into the horror party-line, or they won't. If the players can't(or won't) buy into the horror, then you can't force them.
      Last edited by Aynie; 11-10-2017, 05:46 PM.

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      • #18
        In my games, walking thru the shadow is never routine. There's always stakes, it's never done lightly, here's how I portray it:

        Start with the similitudes to the real world to establish normality. Then the little wrong things (there's no people - or there is an unusual amount of humanoid looking spirits, when you get used to the fact that humanity itself isn't present in the Shadow, what could congregate so many rival predators? what is this scent permeating the atmosphere? A sign of the most prevalent type of essence, to get them feeling unease), then display quickly how it is a Darwinian hell-hole by showing a struggle for survival within it, in which the character could get drawn to, only for it to end as quick as it happened, to establish dread (the way that almost invisible glass elemental impaled that other spirit with it's blast numina before it feasted on it only to return to whence it came). Terror and Horror should be showcased as one approaches the objective of traversing the Shadow, after the previous two scales of unease and dread were highlighted repeatedly.

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